ArcadEd's Forum Posts

  • Are you using java 6 or 7? I remember there was a problem with 7 a while back, but I would hope they would have fixed it by now.

    Even if you are not using CocoonJS, Ludei has a great guide on their Wiki for signing APK files. http://support.ludei.com/hc/en-us/articles/200767258-Creating-an-installable-Android-APK

  • Had a similar question a while back. Give this post a read and see if it helps.

    http://www.scirra.com/forum/arrays-problems-getting-value-with-randomization_topic84647.html?KW=

  • Well it all just depends on the client. They have different api's to implement.

    As far as the FGL api, I waiting to hear by from FGL on a few questions I had, if I get it working I will let you know.

  • Ahh, thanks Arima.

  • Beta drivers did not fix the issue.

  • I recently upgraded my video card, and now my C2 projects run awful in Chrome. They run great in IE, but chrome has dropped 15-20fps.

    I have the latest stable driver (Dec, 2013). I'm curious what I might be missing here. The game runs fine on my other 2 computers, but this one with the AMD 7770, stuff just runs like crap.

    There is a beta driver, I might try that. Is there something else I should be looking at? It's really frustrating testing my games :).

    They are running with Webgl, cpu usage is around 4-5% and memory is 200mb for this one particular game I am testing.    (According to Debug).

    It ran fine on my older AMD video card.

    Thanks,

    Ed

  • I'm just curious what the market it like. If it's similar to the Chrome store, then I am not sure it's worth the dev cost. I'm not a mac user, I just have one to publish and test games with.

    Is the App Store where mac users go to buy games for their mac?

  • Before I sign up for a Mac developer (and pay the $99) I am curious if there are any experiences of whether it's worth it or not. iOS, yes it's worth it as it pays itself back pretty quickly. Mac apps are just a whole new ball game for me.

    Thanks

  • I've never tried the Mac App Store, only iTunes. Sorry,

    Maybe I will look into it this week if I get time.

    FYI, tagging people doesn't notify them of the thread unless they have already posted in it :).

  • BluePhaze this latest one, yes. Kaplow has all new assets, some game changes and I had to implement API. It was a bit of a pain, but Ashley helped me out. I'm waiting for final approval from the customer now.

    They paid well for the changes, so not complaining :).

  • Not at the moment. I lost my "studio" space at home as we are doing a bunch of remodels. I'm not sure I will get it back anytime soon. I like doing them, and people seem to enjoy them :).

  • I believe it pulls randomly, but you can set a priority in mopub if I am not mistaken.

    I haven't really tried, I prefer to keep all my ads revenue with one place, even if it pays a little less.

  • Yup, I fixed it by doing this. DUH!!

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/8067d23c-e508-4d89-9174-13aff166d48f/2014-02-05_1207.png" border="0" />

  • The game is based on three paths that the player navigates up and down. The moveTo is telling the People family to moveTo another path. Those target positions are just the location on the path to move them too.

    I think if I set it up so each collision check also checks for path, and had 3 collision checks instead of the one, it would work better. I have a feeling some of the events below the triggered event is getting triggered when I change the path. I think that is what you were saying.

    In other words, if there was a way to break out of the condition after the true value was found, that would fix it. If People.Path = "Top" --- Do Events. Then break out of the event

    Maybe. :)

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  • I think just removing the trigger once solved the problem.

    I'll keep testing, but it's looking good.